Not a bad house rule, with some interesting implications there.
So one of the things you need to decide EP storage means is whether that is 250 MW seconds or 250 GW seconds. I assume the latter, with power plant ratings predicated on 250 MW constant per EP.
So what is the criteria for retention? I'd say it's implicit in the jump process- designed to take a full charge in the jump drive to initiate the jump.
Two turns worth of jump capacitor- I'd say your time limit is there, to avoid catastrophic capacitor detonation.
4. What happens when they are breached?
5. If jump drives are damaged, would this occur, assuming there is no separate set built specifically for the Black Globe?
6. If there is a misjump, would this damage Capacitors, or cause a feedback?
I do think however that applying the rules the way you have them, batteries with no degradation, means all sorts of horrible power abuses are opened up.
Multiple shot ROF by spinal guns, or mounted on ships that don't have enough PP to power them normally, but can build up shots.
LBB5.80 said:Each battery on a ship may fire once per turn
LBB.80 said:Stored energy may be removed from the capacitors by using it to power the ship. Energy may only leave the ship, however, when the black globe is off (or during the off intervals of its flicker). During a turn, a ship may dispose of its energy from its capacitors equal to the number of points generated by its power plant, minus 10% for every 10% of flicker rate of the black globe screen. For example, if a ship's black globe screen is operating at 60% and its power plant has an output of 1000 EP, 400 EP may be removed from the ship's capacitors that turn.
Jump capacitors charged up and ready to go at all times.
Fighter craft that don't carry fuel or PP, just charged from their mothership.
No heat from a power plant when the reactor is shut down and the ship is operating strictly on capacitors, thus a lot less IR signature.
Emergency power where the ship can fire everything AND use maximum agility/acceleration.
Not to mention what that does in the realm of smaller vehicle power if you make 1 cubic meter capacitors that retain charge and are toting 17.85 gigawatt-seconds.
So, no shortcuts, least not in my universe.
If someone gets sly with the capacitors, I have a home rule in reserve that says they have to pay up an extra ten percent in power plant tonnage and cost to have the power distribution built in.
The point of this is not to have it both ways, but to be able to have it either way -- my focus here is on crew requirements.The problem you're really having here is that you can only mount 1 hardpoint per 100 tons of ship (LBB2.81 p15). You can't have it both ways where you're both under 200 tons (for crew requirements) and at 200 tons (for hardpoint allocations) at the same time.
Or to put it another way ... that hair don't split that way ... (or at the very least, I don't think it should...)
Yeah, the 400Td standard hull is a bargain -- enough so that even with all the wasted space, the Type R is still cheaper per payload ton than a 400Td J1/1G equivalent using a custom hull. The R2 (far fat trader) is indeed a better deal per payload ton than the A2. I'm surprised that they never made the R2 a canon design, rather than implying its existence by having it be the ship that the 400Td standard hull was designed to fit.Ironically, I've been looking at 400 ton standard hulls lately as a J2/2G Far Trader "replacement" option ... because a 200 ton custom hull costs MCr20+2+0.2=22.2 and a 400 ton standard hull costs MCr16+4+0.4=20.4 under LBB2.81 when streamlined and given fuel scoops. The bridge will cost an extra MCr1 (because 400 ton hull instead of 200 tons) ... but even with that added expense you're looking at MCr23.2 vs MCr22.4, so you're still coming out ahead.
LBB2.81 B/B/B drives will cost 25 tons and MCr44 ... while D/D/D drives will cost 45 tons (meaning 5 tons waste space in a standard hull) and MCr88.
When you cost out the entirety of the 400 ton form factor, it ironically winds up being under 2x the cost for 2x the dispacement ... potentially yielding a more favorable revenue tonnage fraction than the 200 ton A2 Far Trader.
Just a thought ...
Considering the liberal rounding that is used in the drive tables and the mid-sized drive requirement for custom hulls, I would allow a second hardpoint on a full as such a 150 ton ship could have two.Your 200t loophole is invalid.
A turret has no displacement cost in CT LBB2, nor does a hardpoint. It is the fire control that takes up 1 displacement ton. To get two hardpoints you need a 200t hull, not a 199t one.
A simple compromise (meets play balance objectives, but not necessarily plausibility): Allow a second turret (or "turret") for tonnages between 100Td steps -- but only a single-weapon turret for tonnages between x01-x50Td, and a two-weapon turret for tonnages between x51-x99Td.Considering the liberal rounding that is used in the drive tables and the mid-sized drive requirement for custom hulls, I would allow a second hardpoint on a full as such a 150 ton ship could have two. Now, also remember the fixed weapons rules allow weapons without a turret.
Note when I have used this it is generally to add a hardpoint with fixed weapons. Frequently Combination Missile/Sand Launchers. Note a number of the ship's done by the White Dwarf Traveller authors look to use a variation of this.A simple compromise (meets play balance objectives, but not necessarily plausibility): Allow a second turret (or "turret") for tonnages between 100Td steps -- but only a single-weapon turret for tonnages between x01-x50Td, and a two-weapon turret for tonnages between x51-x99Td.
...especially the J4/4G version.And, time permitting, I'd probably redraw it from scratch.
Did some fumbling around before realizing that the square-cube law applies. Thus, to double the volume, multiply the dimensions by the cube root of 2. (no, I am not going to try to type that out -- the best I can manage is 21/3 which is equivalent but... yeah.)The quick and dirty way to do deckplans for this one is to take a canon Type S (Suliman) and just make it longer. Keep the angles of the squished-pyramid shape, but shift the drive bay aft and enlarge it a bit. Fuel goes in the new space (length) you've added in the middle. The front part can be identical since the ST has the same size bridge, same number of staterooms, same cargo bay, and the same Air/Raft -- or at least a place to park one if desired.
... And here's that brutally ugly hacked version.21/3 = ~1.26 so the Type S shape at "200Td" is then:
47.25m long, 30.24m wide*, 9.45m tall.
This gives a 172.7Td hull after the corner-clips (it's undersized but ok, as was the original).
Basically, you stretch the drive bay by 3 deck squares in length, drag the cargo hold, the air/raft bay, and the landing gear back so they're still flush with the aft of the hull, move the landing gear out one square and add corridors between them and the drive bay to reach cargo and parking. Scale the main hull accordingly.